# Sunken Realms > ResidualPlay case file: an overlooked Steam game still earning residual revenue. Estimates carry a ±30-50% error range per title. **Measured on 2026-09-20 03:58 UTC.** The whole Steam catalog is re-measured daily; a game that just launched can move a lot between passes. - Steam appid: 1897860 - Developer: Magic Puncher Games - Released: 2026 · Genre: Adventure · List price: $16.99 - Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal) - Est. net residual revenue: $5.8k to $8.7k per month (mid $7.3k) - Opportunity score: $9.4k/month at x1.30 dormancy multiplier - Est. lifetime owners: 2.1k · Est. lifetime net revenue: $11.8k - Review sentiment: 83% positive across 53 reviews (52 from Steam purchases) - Review velocity: 51.0 reviews/month (6-month average) ## Why it's flagged - Developer active, last post 2 months ago - Last build shipped 0 months ago - Store page localized in only 1 language(s) - Last discounted 0 months ago, 1 sales in the last 12 months ## Where a gross dollar goes (monthly, at current velocity) | Stage | USD/month | |---|---| | Gross storefront sales | $13.2k | | After VAT / sales tax (-13% blended) | $11.5k | | After refunds (-9.5% median) | $10.4k | | Net to developer (after Steam 30%) | $7.3k | ## Estimated acquisition range $174.5k to $349.0k (2-4x the trailing net annuity of $87.2k/year). Same error range applies. ## Markets by review language - german: 6% (game NOT localized in this language) - english: 94% ## Analyst notes (AI-assisted) _Note written 2026-09-20 from that day's data; the figures in the header are live and supersede any numbers here._ Solo-dev dungeon-crawler roguelike with souls-like combat, procedural room layouts, and extraction-game tension mechanics, released early 2026. Sunken Realms is tracking solid residual revenue from a tight community that recognizes the developer's ambition and execution despite obvious polish gaps. The game is too new and the studio too small to flip, but the IP and codebase are clean assets for a publishing or co-development partnership. A modest live-ops push (bug fixes, controller support, co-op teasing) could unlock the opportunity figures and build momentum before a larger studio acquires the publishing rights or absorbs the team. - Most realistic play: publishing - Risk (tech): Movement, collision, vaulting and camera jank are recurring blockers; controller support is incomplete and causing refunds. - Risk (market): Solo developer bandwidth limits post-launch support; players expect co-op and deeper progression systems that exceed one person's capacity. - Risk (other): Map accuracy bug undermines core roguelike loop; high review velocity and early-access sentiment suggest unfinished state may suppress organic discovery. What players are asking for: - Fix controller support in menus and ensure seamless gameplay - Co-op multiplayer or at least roadmap commitment - Collision, vaulting and camera stability pass - Deeper progression and character build systems Suggested first moves: 1. Negotiate a publishing or co-development deal with Magic Puncher Games to fund a 2-3 month technical stability sprint (collision, camera, controller, map); structure as revenue-share on live-ops gains. 2. Audit the codebase for co-op architecture viability; if feasible, propose it as a post-stability milestone to re-engage the review cycle and justify price hold or DLC tier. 3. Run a targeted paid-discovery campaign (YouTube, Discord, Reddit roguelike communities) timed to the next patch; monitor review churn and residual lift to validate addressable market size before deeper commitment. Generated 2026-09-20 from public signals and player reviews. Directional, not diligence. ## Methodology Units are estimated from Steam-purchase reviews times a release-cohort multiplier, 40-75x by year. Cohorts from 2020 on are calibrated against 182 sales milestones announced by developers; older ones follow the published Boxleiter tables. Revenue uses an effective price (lifetime discounts and regional pricing) and nets out VAT (~13%), refunds (~9.5%) and Steam's 30% cut: roughly 55% of gross reaches the developer. Source: https://residualplay.com/game/1897860 Citation: please cite ResidualPlay (https://residualplay.com) when you publish or quote these estimates.